Personal Information
Organização/Local de trabalho
Tarbes Area, France, Outside US & Canada France
Cargo
Developer and 3D graphics expert at Sketchfab
Sobre
Real Time Simulation, Games and environment:
Augmented Reality, Interactivity: Museum, Video Projection
Real Time Simulation, Serious Games : 3D graphics, Physics, Collisions, Spatial Sound, Editors
From Architecture to latest Research on the field.
Specialties: Multimedia : 2d (bitmap, vectors), 3d realtime
Ogre 3D, Opengl, Directx, Shaders (Glsl, Hlsl, CG) C++, Canvas & webgl (javascript), high performance computing (Cuda, OpenCL), Physic & Collision simulation, sound, network, etc.
Marcadores
ogre3d
ogre
moteur 3d
opengl
3d
directx
moteur
pipeline
graphiques
fr
gpu
Ver mais
Apresentações
(2)Gostaram
(255)Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Electronic Arts / DICE
•
Há 5 anos
Webapp Rendering and Optimization.
arthurjamain
•
Há 9 anos
Rendering AAA-Quality Characters of Project A1
Ki Hyunwoo
•
Há 7 anos
Masked Software Occlusion Culling
Intel® Software
•
Há 7 anos
Paris Master Class 2011 - 01 Deferred Lighting, MSAA
Wolfgang Engel
•
Há 8 anos
Optimizing unity games (Google IO 2014)
Alexander Dolbilov
•
Há 9 anos
Unity introduction for programmers
Noam Gat
•
Há 8 anos
Optimizing Large Scenes in Unity
Noam Gat
•
Há 7 anos
Lighting the City of Glass
Electronic Arts / DICE
•
Há 7 anos
Photogrammetry and Star Wars Battlefront
Electronic Arts / DICE
•
Há 7 anos
GDC 2016 End-to-End Approach to Physically Based Rendering
Wes McDermott
•
Há 7 anos
GDC 2016: Modular Level Design of Fallout 4
Joel Burgess
•
Há 7 anos
[2016 GDC] Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays
Takahiro Harada
•
Há 7 anos
Game Engines in Game Education: Thinking Inside the Tool Boox?
Sebastian Deterding
•
Há 7 anos
Optimizing the Graphics Pipeline with Compute, GDC 2016
Graham Wihlidal
•
Há 7 anos
Lessons Learned from I Expect You To Die: New Puzzles, New Hands
Jesse Schell
•
Há 7 anos
Consuming and Creating Libraries in C++
Richard Thomson
•
Há 7 anos
Vulkan 1.0 Quick Reference
The Khronos Group Inc.
•
Há 7 anos
Intel Graphics Performance Analyzers (Intel GPA)
Intel® Software
•
Há 7 anos
Broken Linux Performance Tools 2016
Brendan Gregg
•
Há 7 anos
Z Buffer Optimizations
pjcozzi
•
Há 14 anos
word2vec, LDA, and introducing a new hybrid algorithm: lda2vec
👋 Christopher Moody
•
Há 7 anos
Dynamic lighting and dropping shadow in WebGL
翔 石井
•
Há 7 anos
Efficacy of deferred rendering in WebGL
翔 石井
•
Há 7 anos
40 VR Predictions
Jesse Schell
•
Há 7 anos
The Pleasure Revolution 2015
Jesse Schell
•
Há 7 anos
Making Great VR: Lessons Learned from I Expect You To Die
Jesse Schell
•
Há 7 anos
THE BLACKSMITH demo: Bridging the Gap between Realtime and Offline CG
Renaldas Zioma
•
Há 8 anos
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using OpenCL追加資料 (CEDEC 2015)
Takahiro Harada
•
Há 8 anos
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using OpenCL (CEDEC 2015)
Takahiro Harada
•
Há 8 anos
Personal Information
Organização/Local de trabalho
Tarbes Area, France, Outside US & Canada France
Cargo
Developer and 3D graphics expert at Sketchfab
Sobre
Real Time Simulation, Games and environment:
Augmented Reality, Interactivity: Museum, Video Projection
Real Time Simulation, Serious Games : 3D graphics, Physics, Collisions, Spatial Sound, Editors
From Architecture to latest Research on the field.
Specialties: Multimedia : 2d (bitmap, vectors), 3d realtime
Ogre 3D, Opengl, Directx, Shaders (Glsl, Hlsl, CG) C++, Canvas & webgl (javascript), high performance computing (Cuda, OpenCL), Physic & Collision simulation, sound, network, etc.
Marcadores
ogre3d
ogre
moteur 3d
opengl
3d
directx
moteur
pipeline
graphiques
fr
gpu
Ver mais